Hi everyone, it seems that the owner of the plugin has deleted the Config/DefaultInput.ini file from the repo and transitioned the plugin to using the Enhanced Input plugin instead. Please refer to the last step in the wiki, hey everyone, it seems that plugin has moved to a new input component system. Instead of a config file, the enhanced input plugin is now being used (look at last step in this wiki), github.com/dyanikoglu/ALS-Community/wiki/Setting-Up-The-Plugin, for how to configure the input key mappings with the ALS Community plugin.
At least myself personally, I was able to figure it out quite easily, and don't really think it needs much of an update. Even using EU5 it was very very similar. Well done tutorial!
"there's many videos on alsv4" not really, there's alot of 1 min "this is what I've done" but barely any actual tutorials so you putting this much info here was needed badly. thanks and good work
The timing couldn't be any better. Thank you. I've also bought the Advance Combat System bundle, and I was wondering how to integrate these two together.
Hi again flopperam! Spoke with you a long time ago and still in your discord. Just wanted to say thanks for this tutorial! ALS being replicated is a big deal. I was able to follow this video, but I got the networked in blueprints community repo instead. The steps work for that repo too and I got it up and running no issues.
Glad you're getting into ALS, the current ALS tutorials are actually kinda low quality(tho I thank every content creator out there ofc). There's a lot you can add especially regarding the community version. Thanks for the video!
Thank you so much! I love you dude. Also big shout out to Longmire Locomotion and the ALS Community for making all this stuff completely free and open source! Now I can actually learn how these systems work.
messed arround with ALS4 for a longtime , even used ALS 3 and borrowed the mantling system from ALS 4 to ALS 3 as i like the movement in ALS 3 better but the multiplayer performance of this system is what made me drop this whole thing and just go with a root motion based locomtion system .
Thank you for the tut... what kind of background knowledge do u think is relevant to at least be able to know the proper questions to ask / modify,personalize or even replicate this plugin? frm a beginner stand point...
I'm probably not the best person to ask this but I would recommend getting familiar with animation blueprints, animation layering/blending, root motion, animation curves, animation sequences/montages, and foot ik to start, but there's so much involved with ALS that this is definitely not everything.
Hey, in this case you have to open your project in Visual Studio and compile there. If you don't have a visual studio project file then right click your project's uproject file and generate the visual studio project files.
Hi! Installed ALS in an empty project and started testing. I'm having a problem. When the character gets up, the pose changes very quickly without any blending. Have you encountered this problem? Thanks!
I have not but I think this would be a good question for the ALS discord as I don't think I'm knowledgeable in ALS enough to adequately answer your question.
Hey, unfortunately I don't have that much experience with ALS so I would recommend joining the ALS community discord server linked in the description as there's more people there who can better answer your question.
In case someone steps into issues while working on custom character integration into ALS. I would recommend start watching my series. ALS Secrets - UE5 Manny Integration + Git Workflow th-cam.com/play/PLslFX7TZAr8_kS1zdzEvrjBXI1gMRckZE.html
Since this is a plugin version and not a migration of the files (and retargetting of broken infos) where are the files u actually want to edit if u want to make changes to ALS now?
Sorry for the late reply. This would be a better question for the maintainer of the repo or the ALS discord server, but I believe all the blueprints from the original ALS were kept. It's just that extra C++ and blueprints were built on top. Not sure if that answers your question though.
First of all thank you so much for this video it really helped me much, however there’s problem when I package the project as a windows 64bit game and send it to other computers to test multiplayer, the game does not open, it says Plugin missing..
@@Flopperam Im not sure if I did it right, so I copied Als plugin and created new folder on packaged build and call it plugins, then paste the als plugin into that folder and still doesn’t work
I built as debuggame, test, and development still doesnt work, guess maybe my project is blueprint.. or i dont know why it doesn’t work btw thanks for respondig and tryng to help
is it possible to disable the ALS camera system and implement my own? Since once i am delving into the project, i see that the camera system is kinda rooted to the project, and disabling or deleting any part of BP will generate alot of errors. Thank you
And if you already have a BP project you would like to add this to you can create a C++ class inside of it. Doesn't have to be anything, but it will set your project up to work with C++ classes.
Hi! Awesome work, only one question. This community version of the free ALS4 is usable for commercial purposes? May i integrate it into my project? regards
The debug menu has it's own keybinds, but I can't find the binds for them anywhere. How do I get to those binds so I can change them, or get rid of them altogether?
@@Flopperam we found them. These aren't regular keybinds. The binds you'd need to edit the debug tools are hardcoded in to the cpp files. So unless you always want the "tab screen" and debug keys, you'll need to edit the player controller file using cpp.
Hey, I would refer you to the CodeLikeMe youtube channel, he has a lot of amazing videos on ALS. I don't know if he has split screen co-op specifically, but that could be researched separately, forums.unrealengine.com/t/how-do-i-create-a-split-screen-game/321221. It could be a good tutorial idea for our channel since it seems interesting.
Hey I don't have too much in depth experienced with ALS sadly but I would suggest joining the ALS community discord server or looking at CodeLikeMe's tutorials for answers to your question.
Hello! THank you for the tutorial. I am interest if I can integrate ALS in to my existing project, that allready has enemy AI and animations? I like how smooth animations are in ALS, I want to use it for player and some enemies, but I want to remain everything else I have.
Yes, you should be able to but I would suggest asking people in the ALS discord for more info on those topics as they are better equipped to answer your questions than me when it comes to ALS.
A lot strange stuff happening when trying to follow this like the config folder isn't there anymore. I had to go get the setting from a project from the BP marketplace version. also it was were the plugin loaded without asking me to compile and it doesn't seem to be seen by visual studio at all.
Hey man thank you very much for this tutorial!! Can you make a tutorial of how to replace the als4 gun to another mesh? Thanks man that will be awesome!!
Thanks for the tutorial. I am having an issue with the character blueprint. ALSCharacterBP fails to compile. "Internal compiler error Tried to create a property DebugComponent in scope SKEL_ALS_ChatacterBP_C, but another object already exists there."
Not sure why I didn't see this comment but sorry for the late response. Usually when this happens you have to open the project in Visual Studio and build it there.
I need help I used offical noms one and I did everything like put the configure in the input, but I activated enhanced input and nothing happened how do I do this anyone please help..
@@ShaneCurtis1705 That part has changed, you can view how to set up the input component here, github.com/dyanikoglu/ALS-Community/wiki/Setting-Up-The-Plugin
@@Flopperam In the ""Create and add HUD" section there are 3 errors. 1. Create Widget must have a class specified. 2. BM hud no longer exists on node. 3. no longest exists on node.
@@ssmudgeehey, it seems that plugin has moved to a new input component system. Instead of a config file, the enhanced input plugin is now being used (look at last step in this wiki), github.com/dyanikoglu/ALS-Community/wiki/Setting-Up-The-Plugin
@@Flopperam Okay, one more question. I can't pack a game that has ALS, writes:ndows (64-bit)): LogInit: Display: LogSavePackage: Warning: /ALSV4_CPP/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/ALS_AnimBP imported Serialize:/ALSV4_CPP/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/Locomotion/Detail/ALS_N_LocoDetail_Accel_R.ALS_N_LocoDetail_Accel_R, but it was never sav
@@aurus4496 Hmmm, I'm not the best person to ask for that. It may be worth asking about this in the ALS Discord or posting a new issue in the Github repository.
Doesn't really work in 5EA. For the select few that can get it to work, doesn't mean it works in 5EA. I've tried many different methods and all end in it not working. Its a real shame. UE4 UI is just horrible and really cant use it.
What does this means and how can I fix it: LogPython: Warning: 'EALSGroundedEntryState' and 'ALSGroundedEntryState' have the same name (ALSGroundedEntryState) when exposed to Python. Rename one of them using 'ScriptName' meta-data. LogPython: Warning: 'EALSOverlayState' and 'ALSOverlayState' have the same name (ALSOverlayState) when exposed to Python. Rename one of them using 'ScriptName' meta-data. LogPython: Warning: 'EALSGait' and 'ALSGait' have the same name (ALSGait) when exposed to Python. Rename one of them using 'ScriptName' meta-data. LogPython: Warning: 'EALSMovementAction' and 'ALSMovementAction' have the same name (ALSMovementAction) when exposed to Python. Rename one of them using 'ScriptName' meta-data. LogPython: Warning: 'EALSMovementDirection' and 'ALSMovementDirection' have the same name (ALSMovementDirection) when exposed to Python. Rename one of them using 'ScriptName' meta-data. LogPython: Warning: 'EALSRotationMode' and 'ALSRotationMode' have the same name (ALSRotationMode) when exposed to Python. Rename one of them using 'ScriptName' meta-data. LogPython: Warning: 'EALSStance' and 'ALSStance' have the same name (ALSStance) when exposed to Python. Rename one of them using 'ScriptName' meta-data. LogPython: Warning: 'EALSMovementState' and 'ALSMovementState' have the same name (ALSMovementState) when exposed to Python. Rename one of them using 'ScriptName' meta-data. Thanks
I'm not sure but I believe I have seen similar warnings and it has not affected my project so far. You can always raise an issue in the github repository or ask the repository owner in the als discord if you want to know more since I don't quite understand the warnings myself.
Dont work ... Plugins/ALS-Community/Source/ALSV4_CPP/Public/AI/ALSAIController.h(24): error : Unrecognized type 'TObjectPtr' - type must be a UCLASS, USTRUCT or UENUM
Hi everyone, it seems that the owner of the plugin has deleted the Config/DefaultInput.ini file from the repo and transitioned the plugin to using the Enhanced Input plugin instead. Please refer to the last step in the wiki, hey everyone, it seems that plugin has moved to a new input component system. Instead of a config file, the enhanced input plugin is now being used (look at last step in this wiki), github.com/dyanikoglu/ALS-Community/wiki/Setting-Up-The-Plugin, for how to configure the input key mappings with the ALS Community plugin.
We will eventually make a remake of this video.
At least myself personally, I was able to figure it out quite easily, and don't really think it needs much of an update. Even using EU5 it was very very similar. Well done tutorial!
@@jeffofbread Fill us in
Please help me I am cant get the ALS test
@@Flopperam when?
"there's many videos on alsv4" not really, there's alot of 1 min "this is what I've done" but barely any actual tutorials so you putting this much info here was needed badly. thanks and good work
Nice. Didn't even realize there was a community version.
The timing couldn't be any better.
Thank you.
I've also bought the Advance Combat System bundle, and I was wondering how to integrate these two together.
Hi again flopperam! Spoke with you a long time ago and still in your discord.
Just wanted to say thanks for this tutorial! ALS being replicated is a big deal. I was able to follow this video, but I got the networked in blueprints community repo instead. The steps work for that repo too and I got it up and running no issues.
Which link was the blueprint one please? Thanks dude 👍🏻
👆Same question!
Glad you're getting into ALS, the current ALS tutorials are actually kinda low quality(tho I thank every content creator out there ofc). There's a lot you can add especially regarding the community version.
Thanks for the video!
Great tutorial!!
Thanks, stumbled on this vid, and as someone else has said, i was un aware of this MP community version, thanks great vid :) Subbed
Thank you so much! I love you dude. Also big shout out to Longmire Locomotion and the ALS Community for making all this stuff completely free and open source! Now I can actually learn how these systems work.
Fantastic, concise, to he point, and very informative tutorial! Life saver!
YES! Great Tutorial, wish I had this a few months back ;)
Thank you my Good Sir ,The only video on the tube on this topic. Bravo
This was a cool asf vid bro im hyped to start my project with this!
Thanks a lot! Very usefull tutorial!
OMG!!!!!!! I love it, only this can covey my emotion
Can't thank you enough!
messed arround with ALS4 for a longtime , even used ALS 3 and borrowed the mantling system from ALS 4 to ALS 3 as i like the movement in ALS 3 better but the multiplayer performance of this system is what made me drop this whole thing and just go with a root motion based locomtion system .
What is the benefit of this system over a root motion system? Is it worth using this for a real production in any case?
Do we get more tuts for example how to work with it, add weapons etc.?
Potentially in the future, not sure yet as I'm still learning the system myself.
Thanks bro.You are the best
Thank you for the tut... what kind of background knowledge do u think is relevant to at least be able to know the proper questions to ask / modify,personalize or even replicate this plugin? frm a beginner stand point...
I'm probably not the best person to ask this but I would recommend getting familiar with animation blueprints, animation layering/blending, root motion, animation curves, animation sequences/montages, and foot ik to start, but there's so much involved with ALS that this is definitely not everything.
@@Flopperam thank you.. will get the rest of the puzzle later..
Thanks for the tutorial!
11:30 LOL while showcasing replication the replicated client doesn not turn when the inital client turns. replication fail
Sir i am getting problem in could not compile the try manually . Help me please 🙏🙏🙏
Hey, in this case you have to open your project in Visual Studio and compile there. If you don't have a visual studio project file then right click your project's uproject file and generate the visual studio project files.
@@Flopperam i fix it , that problem is coming due to megascan plugin addon i don't know why . Thanks very very nice video👍
Hi! Installed ALS in an empty project and started testing. I'm having a problem. When the character gets up, the pose changes very quickly without any blending. Have you encountered this problem? Thanks!
I have not but I think this would be a good question for the ALS discord as I don't think I'm knowledgeable in ALS enough to adequately answer your question.
@@Flopperam Ok. Thanks!
Im pretty sure the latests and updated version of ALS is in the Valley of the Ancient demo (same dude made both controllers)
It would be cool to find a tutorial on how to migrate that character controller to another project....
so it worked... but my major problem lies in the player model, it replaced my model and its refusing to allow me to change it.
Hey, unfortunately I don't have that much experience with ALS so I would recommend joining the ALS community discord server linked in the description as there's more people there who can better answer your question.
Is downloading the files and just placing the folder in the plugins folder of your project the same as using git to install from the repository?
Essentially yes
In case someone steps into issues while working on custom character integration into ALS. I would recommend start watching my series.
ALS Secrets - UE5 Manny Integration + Git Workflow
th-cam.com/play/PLslFX7TZAr8_kS1zdzEvrjBXI1gMRckZE.html
Since this is a plugin version and not a migration of the files (and retargetting of broken infos) where are the files u actually want to edit if u want to make changes to ALS now?
Sorry for the late reply. This would be a better question for the maintainer of the repo or the ALS discord server, but I believe all the blueprints from the original ALS were kept. It's just that extra C++ and blueprints were built on top. Not sure if that answers your question though.
First of all thank you so much for this video it really helped me much, however there’s problem when I package the project as a windows 64bit game and send it to other computers to test multiplayer, the game does not open, it says Plugin missing..
Hey sorry for the late reply, make sure that the ALS plugin is being copied over to the packaged build.
@@Flopperam Im not sure if I did it right, so I copied Als plugin and created new folder on packaged build and call it plugins, then paste the als plugin into that folder
and still doesn’t work
What kind of build is this? Development, shipping, debug, etc.?
I built as debuggame, test, and development
still doesnt work, guess maybe my project is blueprint.. or i dont know why it doesn’t work
btw thanks for respondig and tryng to help
is it possible to disable the ALS camera system and implement my own? Since once i am delving into the project, i see that the camera system is kinda rooted to the project, and disabling or deleting any part of BP will generate alot of errors. Thank you
I believe so but I would recommend asking this question in the ALS discord server linked in the description as I'm not very experienced with ALS.
@@Flopperam thank you, i will do
had to watch this a bunch of times. it's very clear, but i kept trying to skip steps
don't skip steps!
This one is replicated in c++ and requires a C++ project. But can I do blueprints inside ? I cant code in C++.
Yes u can do blueprints inside
And if you already have a BP project you would like to add this to you can create a C++ class inside of it. Doesn't have to be anything, but it will set your project up to work with C++ classes.
ALS Community for some reason the anim tick take more than than the original blueprint , it sometimes reach 300% over time.
Thank you for this video. Is there a video that goes in depth with ALS and how it works?
Hey, the channel called CodeLikeMe has a pretty extensive tutorial series on ALS. In terms of going over the inner workings of ALS, that I'm not sure.
@@Flopperam ok thank you.
AAAAAAA THANK YOU SO MUCHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH
Please explain how these movements were made
In the far future, I will try to get to that when I have more time to further study ALS.
OK thanks
Hi! Awesome work, only one question. This community version of the free ALS4 is usable for commercial purposes? May i integrate it into my project? regards
Yes, it uses the MIT license so commercial purposes should be fair game.
The debug menu has it's own keybinds, but I can't find the binds for them anywhere. How do I get to those binds so I can change them, or get rid of them altogether?
I believe the input mappings can be found in the project settings.
@@Flopperam we found them. These aren't regular keybinds. The binds you'd need to edit the debug tools are hardcoded in to the cpp files. So unless you always want the "tab screen" and debug keys, you'll need to edit the player controller file using cpp.
Please please please how to remove the watermark on the top right about this advanced locomotion Please reply 😭😭❤
I didn't even know there was a watermark
@@Flopperam !! watermark means that set of tutorial box on right top corner
Any guides on how to do split screen co-op / multiplayer with ALS?
Hey, I would refer you to the CodeLikeMe youtube channel, he has a lot of amazing videos on ALS. I don't know if he has split screen co-op specifically, but that could be researched separately, forums.unrealengine.com/t/how-do-i-create-a-split-screen-game/321221. It could be a good tutorial idea for our channel since it seems interesting.
how to change the default walking/running animation? or... IS it possible to change it?
I believe it is possible but I'm not sure how to go about doing it.
I've changed default character by mine, how can I change the position of default pistol , torch ect, because now it's above my hand
Hey I don't have too much in depth experienced with ALS sadly but I would suggest joining the ALS community discord server or looking at CodeLikeMe's tutorials for answers to your question.
the 2P camera gets fucked up when adding to a listener system in multiplayer
Hello! THank you for the tutorial. I am interest if I can integrate ALS in to my existing project, that allready has enemy AI and animations? I like how smooth animations are in ALS, I want to use it for player and some enemies, but I want to remain everything else I have.
Yes, you should be able to but I would suggest asking people in the ALS discord for more info on those topics as they are better equipped to answer your questions than me when it comes to ALS.
@@Flopperam thank you for this information, I will ask😀💪
What if I already have an ALS project. Can I add the plugin to that?
Sorry for the late response but yes I believe so.
A lot strange stuff happening when trying to follow this
like the config folder isn't there anymore. I had to go get the setting from a project from the BP marketplace version. also it was were the plugin loaded without asking me to compile and it doesn't seem to be seen by visual studio at all.
Hey, are you getting a specific error message?
it works
ALSTest could not be compiled. Try rebuilding from source manually.
Hey sorry for the late response, usually you have to build the project in Visual Studio when this happens
How to do that?
@@Flopperam
Do you have a cpp or a blueprint project? Because you can only do this with a cpp projectm
dont work anymore , i tryed everything but cant get it to work in UE5 and UE4 in Different Plugin Versions.
Need help pls
Hey I would suggest joining the ALS discord server linked in the description below for help.
big help, is there a way to change to foot effector location in script like in bp? my feet are floating
Hey sorry for the late response. I'm not too sure about this, but have you checked the character blueprint?
Hey man thank you very much for this tutorial!! Can you make a tutorial of how to replace the als4 gun to another mesh? Thanks man that will be awesome!!
Working on this myself right now actually so I'll let you know when I get to it but it probably won't be for a while sadly.
@@Flopperam Thank you very much man! Keep it up! I love this video!
Thanks for the tutorial. I am having an issue with the character blueprint. ALSCharacterBP fails to compile. "Internal compiler error Tried to create a property DebugComponent in scope SKEL_ALS_ChatacterBP_C, but another object already exists there."
Does this occur after just adding the plugin to a project and doing nothing else?
@@Flopperam I fixed it by going down a version and using 4.21 instead of 4.21.1
thanks a tonne
thank you
Hi Thanks for sharing, but I could get it to rebuild automatically to my current project, it has an error message and asks me to rebuild manually.
Not sure why I didn't see this comment but sorry for the late response. Usually when this happens you have to open the project in Visual Studio and build it there.
@@Flopperam Don't worry, I figured it out. Thanks for replying
@@KWang-yy2qk how did you fix it? I’m currently having the problem
Hey try right clicking your uproject file, regenerate visual studio project files, and then rebuild the project in visual studio.
I need help I used offical noms one and I did everything like put the configure in the input, but I activated enhanced input and nothing happened how do I do this anyone please help..
Hey, it's been a long time since I've used ALS so I would suggest checking out their Discord server since they have more experienced people.
is there a way to make ALS work for a MP game?
I believe the C++ version supports replication so yes.
every time I click play it crashes. Please help the only reason I wasnt using als is because I like using c++
Hey, what's the specific error you're getting?
@@Flopperam hey man. Fixed it. I didnt change input component. How does the new input componenet work?
@@ShaneCurtis1705 That part has changed, you can view how to set up the input component here, github.com/dyanikoglu/ALS-Community/wiki/Setting-Up-The-Plugin
@@Flopperam no I fixed it but dont know how to add/change inputs now
I get an error when trying to play, it says it can't compile the ALS_Player_Controller Blueprint as it has errors, does anyone know how to fix this?
What are the errors?
@@Flopperam In the ""Create and add HUD" section there are 3 errors. 1. Create Widget must have a class specified. 2. BM hud no longer exists on node. 3. no longest exists on node.
@@Flopperam managed to fix it by using an older version
epic
ben dediklerini yaptım ama benim projemde fire reload falan vardı onlar çalışmadı
I google translated your comment so apologies if I misunderstood but I'm still working on getting external animations to work with ALS.
BRO HELP HOW TF DO U SWITCH WEAPONS I PRESS Q AND IT BRINGS UP WIDGET BUT HOW DO U SWITCH WEAPON
Hey sorry for the late reply but I think you're better off joining the ALS discord server linked in the description for better support.
How can I disable the HUD?
how can i mix this with vr motion controler?
Hey, I would recommend asking people in the ALS discord server.
can you show us how we can use this on a chracter?
Hey it's been a while since I've touched ALS, so I would suggest checking out the ALS discord server since they have more experienced people.
@@Flopperam i actauly fighred it out after a whiel of messing around
Sitting here trying to replicate this when the community already has it covered haha why does this keep happening to me
Is this locomotion V4?
I believe so yes
Can you export it on Android m
I added this to ue5 but I can’t move left or back
Hey, I would recommend joining the ALS discord server since they probably have someone more experienced who can better address your problem.
Can we change the body to ue4 character ?
I believe so yes
hie i cant download it has it been deleted by unreal?
sorry for the late reply but no it has not
why there is not config folder no more?
In the plugin? Or in your project overall?
@@Flopperam in the plugin, the config folder is not there for me either
@@ssmudgeehey, it seems that plugin has moved to a new input component system. Instead of a config file, the enhanced input plugin is now being used (look at last step in this wiki), github.com/dyanikoglu/ALS-Community/wiki/Setting-Up-The-Plugin
@@Flopperam Thank you so much! It worked :)! You get a like and a sub from me :)
@@Flopperam how do i change this when i cant even get int the project without it crashing?
When I start playing, the character can't move
Make sure that you use the input mappings and game mode that come with the plugin in your project.
@@Flopperam Okay, one more question. I can't pack a game that has ALS, writes:ndows (64-bit)): LogInit: Display: LogSavePackage: Warning: /ALSV4_CPP/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/ALS_AnimBP imported Serialize:/ALSV4_CPP/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/AnimationExamples/Base/Locomotion/Detail/ALS_N_LocoDetail_Accel_R.ALS_N_LocoDetail_Accel_R, but it was never sav
@@aurus4496 Hmmm, I'm not the best person to ask for that. It may be worth asking about this in the ALS Discord or posting a new issue in the Github repository.
Can this version do multiplayer.
Yes, I believe so
i cant open it, gives a messaged that says "invalid type" help pls
Hi, at around what timestamp in the video does this issue occur for you?
i ws unable to rebuild als_cpp
Sorry, I mean i was unable to compile als_cpp and i tried rebuilding it but it still didint work
Hey sorry for the late reply but I think you're better off joining the ALS discord server linked in the description for better support.
@@Flopperam ok thanks
Bro how I download this game
How to make a multiplayer wifi hotspots android game like mini militia
Ue5 beta is out on epic games launcher
Doesn't really work in 5EA. For the select few that can get it to work, doesn't mean it works in 5EA. I've tried many different methods and all end in it not working. Its a real shame. UE4 UI is just horrible and really cant use it.
This just doesnt work anymore. It doesnt compile
What does this means and how can I fix it:
LogPython: Warning: 'EALSGroundedEntryState' and 'ALSGroundedEntryState' have the same name (ALSGroundedEntryState) when exposed to Python. Rename one of them using 'ScriptName' meta-data.
LogPython: Warning: 'EALSOverlayState' and 'ALSOverlayState' have the same name (ALSOverlayState) when exposed to Python. Rename one of them using 'ScriptName' meta-data.
LogPython: Warning: 'EALSGait' and 'ALSGait' have the same name (ALSGait) when exposed to Python. Rename one of them using 'ScriptName' meta-data.
LogPython: Warning: 'EALSMovementAction' and 'ALSMovementAction' have the same name (ALSMovementAction) when exposed to Python. Rename one of them using 'ScriptName' meta-data.
LogPython: Warning: 'EALSMovementDirection' and 'ALSMovementDirection' have the same name (ALSMovementDirection) when exposed to Python. Rename one of them using 'ScriptName' meta-data.
LogPython: Warning: 'EALSRotationMode' and 'ALSRotationMode' have the same name (ALSRotationMode) when exposed to Python. Rename one of them using 'ScriptName' meta-data.
LogPython: Warning: 'EALSStance' and 'ALSStance' have the same name (ALSStance) when exposed to Python. Rename one of them using 'ScriptName' meta-data.
LogPython: Warning: 'EALSMovementState' and 'ALSMovementState' have the same name (ALSMovementState) when exposed to Python. Rename one of them using 'ScriptName' meta-data.
Thanks
I'm not sure but I believe I have seen similar warnings and it has not affected my project so far. You can always raise an issue in the github repository or ask the repository owner in the als discord if you want to know more since I don't quite understand the warnings myself.
@@Flopperam Okay, I will do and let you know if I find sth.
@@Flopperam They're not important, you can ignore them. Thats what he has written
Hiii
9:01
Dont work ... Plugins/ALS-Community/Source/ALSV4_CPP/Public/AI/ALSAIController.h(24): error : Unrecognized type 'TObjectPtr' - type must be a UCLASS, USTRUCT or UENUM
At what timestamp in the video is this error occurring?
@@Flopperam I don’t know on the video, after I add the plugin and start the IDE, an error appears that I described above ...
The process might be a little different now, I would suggest joining the ALS discord server linked in the description to get more assistance.
@@Flopperam can you please do a updated tutorial
It's on the list of videos to make